This Call of Duty 2 mod is an unexpected project that I wanted to make for the community and me to fit my FPS gaming style. I was trying out many mods but none seemed to satisfy me 100% because I was always searching for a truly realistic and fun experience. Many "realistic" mods I've tried have the Run n' Gun style of gameplay which is an amazing style, but not what I was looking for. So I decided to learn how to edit game files so that I will be able to make the exact kind of Call of Duty 2 mod I want. I originally just settled with having a sense of satisfaction when taking out an enemy, just like in Call of Duty 5, but I eventually started learning more things and ended up creating something unique that will definitely satisfy players who want a tactical experience in Call of Duty 2. I've played all the Brothers in Arms games, I have learned many tactics, and I wanted to make something that will bring tactics to Call of Duty 2. (The mod name will be changed)
I added distant gun sounds for each weapon for when it is fired in the distance.
Posted by MrSalazar2005 on Dec 17th, 2012
-So in the original Call of Duty 2, a weapon has one firing sound for when the player fires it, and the exact same one for when the AI (A character or a soldier in the game) fires it. I changed that to having two sounds for each weapon some time ago, one for the player (stereo), and one for the AI (mono). Now, I have changed that too, it sounds very nice, there are 3 sounds for each weapon, a stereo one for the player, the same sound but mono for the AI at close range, and a mono one for when the AI fires it from far away. Let me explain it this way, sound A is for the AI at close range, sound B is for the AI at long range, when the AI fires a weapon, at close range, you can hear sound A and a bit of sound B, when the AI is far away and firing a weapon, you can only hear sound B, nothing of sound A. When you fire your weapon, you will hear a sound, when the AI fires the same weapon close to you, at least at a certain distance from you, you will hear the exact same sound for when you fire it, but when the AI is far, you will instead hear a distant sound. Some example of this could be Medal of Honor Airborne or Call of Duty 5 (more on medal of honor airborne), these games do this same thing I'm doing with the gun sounds. If you have any question or want to ask me how I managed to do this, just send me a message.
A demonstration:
Moddb.com
-Another thing:
When you fire your weapon, you can hear the impact of a shell hitting the ground next to you, for this, I have not mixed the sound of the shell impact with the weapon firing, I have used the sound alias to make layers of sounds so the shell impact is a separate sound file, so we can use different shell sounds, you will not hear the same shell impact all the time, and when you fire multiple bullets with your SMG, or LMG, you can hear multiple shells falling to the ground.
The shell impact sound has been calculated exactly when to sound, so if when you fire your weapon you look at the shells falling, you will know that I had to sync the shell impact sound with the shell effect, exactly when the shell hits the ground, the sound will play. It has been calculated.
Wow!! That is exactly what I always want!!!
BTW, how did you do that? Just change the soundaliases or the weapon files?
Thanks! I managed to do this by using the sound alias.
Nice! Maybe you can do an stand-alone sound mod for COD2,that will be awesome!
I am thinking about doing that, that was my original idea when I started the mod almost a year ago, then I started finding out more on how to mod Cod 2. Another thing that has crossed my mind is having different choices of sounds for the final release of my mod (Tactical Realism Mod). For example having an optional pack that contains Band of Brothers sounds, or Call of Duty 5 sounds, and even more.